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{{PageSeo | {{PageSeo | ||
| title = Abilities | | title = Abilities | ||
| description = | | description = Abilities are representations of a creature's physical and mental attributes in ''Baldur's Gate 3''. | ||
}} | }} | ||
{{hatnote|This article is about the in-game attributes. You may be looking for [[Actions]].}} | {{hatnote|This article is about the in-game attributes. You may be looking for [[Actions]].}} | ||
''' | '''Abilities''' are representations of a creature's physical and mental attributes in ''Baldur's Gate 3''. There are six abilities in ''Baldur's Gate 3'', and every creature has a set of six '''ability scores''' – numerical values which represent how well they perform at each ability. | ||
Each ability score | Each ability score translates directly into an '''ability score modifier''' – modifiers which function as bonuses or penalties that are added to most [[dice rolls]] in the game. | ||
<gallery heights="100px" mode="packed"> | <gallery heights="100px" mode="packed"> | ||
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=== Ability score modifiers === | === Ability score modifiers === | ||
Each ability has an ability score modifier, which is derived from its ability score | Each ability has an ability score modifier, which is derived from its ability score. The ability score modifiers are being added to any ability checks, [[saving throws]] and [[attacks|attack rolls]] a creature makes associated with that ability, as well as to the [[Difficulty Class]] (DC) of any spells that they cast. | ||
Creatures also add an ability score modifier to [[Initiative|initiative rolls]] and some [[damage|damage rolls]] they make, and some [[features]] allow creatures to add additional or alternative ability score modifiers to specific rolls. | Creatures also add an ability score modifier to [[Initiative|initiative rolls]] and some [[damage|damage rolls]] they make, and some [[features]] allow creatures to add additional or alternative ability score modifiers to specific rolls. | ||
An ability's modifier is decreased by ''1'' for every odd score below 10, and is increased by ''1'' for every even score above 10.{{note|Ability score | An ability's modifier is decreased by ''1'' for every odd score below 10, and is increased by ''1'' for every even score above 10. Alternatively, it can be calculated by subtracting 10 from the ability score, then dividing by 2 and rounding down.{{note|Ability score modifiers cannot be increased beyond ''+10'', even if their respective ability scores are increased further.}} | ||
{{AbilityScoreModifierTable}} | {{AbilityScoreModifierTable}} | ||
== Ability checks == | ==Ability checks== | ||
Ability checks | {{Excerpt|Dice rolls|Ability checks|subsections=yes|templates=SkillsTable, SAI, InfoBlob, note, cond, em}} | ||
== Saving throws == | |||
{{Excerpt|Dice rolls|Saving throws|subsections=yes|templates=SAI, InfoBlob, note, cond}} | |||
== Spellcasting ability == | |||
{{hatnote|For more information, see [[Spells#Spellcasting_ability|Spellcasting ability]].}} | |||
Every class has a spellcasting ability whose modifier they add to the attack rolls and save DCs of their known spells.{{note|The primary ability of caster classes always corresponds to their spellcasting ability, with the exception of Rangers and classes that gain spellcasting via a subclass class feature.}}{{note|Racial spells may use their own designated ability. For example, the [[cantrip]] granted during character creation by the [[Elf|elf]] or [[Half-Elf|half-elf]] race always uses Intelligence, regardless of the creature's class.}} | |||
{{hatnote|For more information, see [[Spells# | |||
Every class has | |||
{{table list| | {{table list| | ||
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Spells from sources other than class instead use the spellcasting ability of the class the caster most recently took a {{em|first}} level in. | Spells from sources other than class instead use the spellcasting ability of the class the caster most recently took a {{em|first}} level in. | ||
== Interactions with classes == | |||
Each [[class]] has designated primary and secondary abilities. While these have no particular mechanical significance, they are mentioned in the character creator, and serve as recommendations for players unfamiliar with the rules of the game. Classes do, however, frequently have features that rely on these abilities. | |||
== Overview of abilities and skills == | == Overview of abilities and skills == | ||
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Dexterity represents a creature's agility and reflexes. | Dexterity represents a creature's agility and reflexes. | ||
Dexterity is the | Dexterity is the game's recommended primary stat for monks, rangers and rogues. | ||
==== Uses of Dexterity ==== | ==== Uses of Dexterity ==== | ||
; Attack and damage rolls : Creatures add their Dexterity modifier | ; Attack and damage rolls : Creatures add their Dexterity modifier to the results of attack and damage rolls of ranged weapons and, when the creature's Dexterity score is higher than their Strength score, melee weapons with the [[Finesse]] property. | ||
; Armour Class : Creatures also add their Dexterity modifier to their [[Armour Class]] (AC) – making them more difficult to hit, up to a maximum of ''+2'' when wearing medium [[armour]]. The bonus is ignored when wearing heavy armour. | ; Armour Class : Creatures also add their Dexterity modifier to their [[Armour Class]] (AC) – making them more difficult to hit, up to a maximum of ''+2'' when wearing most medium [[armour]]. The bonus is ignored when wearing heavy armour, unless otherwise specified. | ||
; Initiative : Creatures add their Dexterity modifier when rolling for [[initiative]], used to determine the [[Turn-based mode|turn order]] during combat. | ; Initiative : Creatures add their Dexterity modifier when rolling for [[initiative]], used to determine the [[Turn-based mode|turn order]] during combat. | ||
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; General : Dexterity checks are made when attempting to be nimble. | ; General : Dexterity checks are made when attempting to be nimble. | ||
; Acrobatics : Acrobatics is used to resist attempts at being shoved. | ; Acrobatics : Acrobatics is used to resist attempts at being shoved. | ||
; Sleight of Hand : | ; Sleight of Hand : Sleight of Hand is used when attempting to pick locks, disarm [[traps]], pickpocket NPCs or when attempting to steal items without being noticed. | ||
; Stealth : Stealth is used to [[hide]] from other characters and when attempting to remain undetected while [[invisible]]. | ; Stealth : Stealth is used to [[hide]] from other characters and when attempting to remain undetected while [[invisible]]. | ||
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==== Uses of Constitution ==== | ==== Uses of Constitution ==== | ||
; Hit points : Creatures add their Constitution modifier to the amount of [[hit points]] they gain on level up. This increase is | ; Hit points : Creatures add their Constitution modifier to the amount of [[hit points]] they gain on level up. This increase is applied retroactively. | ||
==== Constitution checks ==== | ==== Constitution checks ==== | ||
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{{main|Intelligence}} | {{main|Intelligence}} | ||
[[File: Intelligence Score Icon.png|frameless|left|150px]] | [[File: Intelligence Score Icon.png|frameless|left|150px]] | ||
Intelligence represents a creature's recall, as well as their ability to think quickly | Intelligence represents a creature's recall, as well as their ability to reason and think quickly. | ||
Intelligence is the game's recommended primary stat for wizards, | Intelligence is the game's recommended primary stat for wizards, and it is the spellcasting ability of wizards, fighters and rogues. | ||
==== Intelligence checks ==== | ==== Intelligence checks ==== | ||
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; History : History is used when attempting to remember specific historical dates or events. | ; History : History is used when attempting to remember specific historical dates or events. | ||
; Investigation : Investigation is used by creatures to discover unusual things in their surroundings, and is used during attempts at deduction during dialogue. | ; Investigation : Investigation is used by creatures to discover unusual things in their surroundings, and is used during attempts at deduction during dialogue. | ||
; Nature : Nature is when attempting to remember facts about nature. | ; Nature : Nature is used when attempting to remember facts about nature. | ||
; Religion : Religion is used when attempting to remember facts about deities and the planes of existence. | ; Religion : Religion is used when attempting to remember facts about deities and the planes of existence. | ||
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Wisdom is the game's recommended primary stat for clerics and druids, and it is the spellcasting ability of clerics, druids, monks and rangers. | Wisdom is the game's recommended primary stat for clerics and druids, and it is the spellcasting ability of clerics, druids, monks and rangers. | ||
Wisdom is also an important ability for monks, as several of their class features benefit from. | Wisdom is also an important ability for monks, as several of their class features benefit from it. | ||
==== Wisdom checks ==== | ==== Wisdom checks ==== | ||
; General : Wisdom checks are attempts to discern situations and read between the lines. | ; General : Wisdom checks are attempts to discern situations and read between the lines. | ||
; Animal Handling | ; Animal Handling : Animal Handling is used when interacting with animals. | ||
; Insight : Insight is used to read situations and when attempting to get a greater understanding of someone's intentions | ; Insight : Insight is used to read situations and when attempting to get a greater understanding of someone's intentions. | ||
; Medicine : Medicine is used during dialogue to heal and aid others, as well as by [[Transmutation School]] wizards to [[Alchemy|craft]] extra materials with the [[Experimental Alchemy]] class feature. | ; Medicine : Medicine is used during dialogue to heal and aid others, as well as by [[Transmutation School]] wizards to [[Alchemy|craft]] extra materials with the [[Experimental Alchemy]] class feature. | ||
; Perception: Perception is used when a | ; Perception: Perception is used when a creature attempts to discover hidden or hard to find things in their surroundings, such as hidden containers, mechanisms or traps, as well as when attempting to spot hidden creatures. During dialogue, it is used to notice hard to spot details. | ||
; Survival : Survival is used when attempting to spot hidden treasure, as well as | ; Survival : Survival is used when attempting to spot hidden treasure, as well as during dialogues when dealing with anything related to experience with animals or the wilderness. | ||
==== Wisdom saves ==== | ==== Wisdom saves ==== | ||
Wisdom saves are some of the most common saves in the game, frequently | Wisdom saves are some of the most common saves in the game, frequently made to resist spells that test a creature's composure, willpower or self control. | ||
=== Charisma === | === Charisma === | ||
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Charisma represents a creature's ability to exert their will when interacting with others. | Charisma represents a creature's ability to exert their will when interacting with others. | ||
Charisma is the game's recommended primary ability for bards, sorcerers, warlocks and paladins, and it is the spellcasting ability of | Charisma is the game's recommended primary ability for bards, sorcerers, warlocks and paladins, and it is the spellcasting ability of barbarians, bards, paladins, sorcerers and warlocks. | ||
==== Charisma checks ==== | ==== Charisma checks ==== | ||
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; Performance : Proficiency in Performance allows characters to play [[instruments|instruments]], and the skill is used when attempting to entertain others. | ; Performance : Proficiency in Performance allows characters to play [[instruments|instruments]], and the skill is used when attempting to entertain others. | ||
; Persuasion : Persuasion is used when attempting to negotiate with or convince others. | ; Persuasion : Persuasion is used when attempting to negotiate with or convince others. | ||
==== Charisma saves ==== | |||
Charisma saves are rare, generally found only on effects which inflict the [[Banished_(Condition)|banished]] condition, or given as class-based alternatives to Sorcerers, Warlocks, or Bards on Wisdom or Intelligence saves found in dialogs, such as reading the [[Necromancy of Thay]]. | |||
== Improving or reducing ability scores == | == Improving or reducing ability scores == | ||
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=== Permanently === | === Permanently === | ||
Ability scores can be permanently improved through the [[Ability Improvement]] feat, though this cannot raise | Ability scores can be permanently improved through the [[Ability Improvement]] feat, though this cannot raise any score above 20. | ||
There are also several ways of [[permanent bonuses|permanently improving]] ability scores | There are also several ways of [[permanent bonuses|permanently improving]] ability scores through [[quests]] and interactions, which can raise ability scores over 20.{{note|The [[Mirror of Loss]] can both permanently improve and temporarily reduce ability scores.|name=mirror}} | ||
=== Temporarily === | === Temporarily === | ||
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==== Ability score reduction ==== | ==== Ability score reduction ==== | ||
Some supernatural or magical effects (like [[Devour Intellect]]) can temporarily drain abilities, reducing one or more of the target's ability scores, potentially to zero. If any score is reduced to zero, the target dies instantly. | Some supernatural or magical effects (like [[Devour Intellect]]) can temporarily drain abilities, reducing one or more of the target's ability scores, potentially to zero. If any score is reduced to zero, the target dies instantly. | ||
== See Also == | |||
* [[List of equipment that affects ability scores]] | |||
== Footnotes == | == Footnotes == |